//-----------------------------------------------------------------------------------------------
// Copyright (c) 2012 Andrew Garrison
//-----------------------------------------------------------------------------------------------
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software 
// and associated documentation files (the "Software"), to deal in the Software without 
// restriction, including without limitation the rights to use, copy, modify, merge, publish, 
// distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all copies or 
// substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING
// BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM,
// DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
//-----------------------------------------------------------------------------------------------
#pragma once

#include <wrl/client.h>
#include <memory>

#include "DirectXBase.h"
#include <DirectXMath.h>

using namespace Platform;

namespace DirectXApp
{
   ref class DirectXGame sealed : public DirectXBase
   {
   public:
      DirectXGame();
      virtual ~DirectXGame();

      virtual void CreateDeviceResources() override;
      virtual void CreateWindowSizeDependentResources() override;

      virtual void Render() override;

   private:
      unsigned int LoadTexture(const std::string& fileName);

   private:
      unsigned int _textureId;
   };
}
